Chadori's Recent Forum Activity

  • Love it!!! Nice . Rhythm games are hard to make & you pulled it off.

  • Amazing Game. So many downloads already, and you have just started!

  • Well made. Nice game!

  • I have voted .

  • But I still have this doubt ->

    Would I be wrong to create a tile map 1280 x 768 and separate it into 256x256 blocks? And mount the background with 256 blocks as a puzzle. Or it would be like to play the whole picture?

    It would still consume the same amount of memory regardless if you use tilemaps, tiledbackgrounds or sprite if the whole image is imported.

    The only optimization in separating images is that you can use 1 image for similar objects. For instance, there are 2 castles but the body are both the same, only the

    head is different because it differs in color. So we can have 2 castle heads (red & blue) but only 1 body which will be cloned into 2 instances. Now you saved a few memory from the castle body.

    For Example Explanation:

    The Background Parts: (2 Castle Body & 2 Castle Head)

    Whole Image

    1 Castle Head = 500 KB

    1 Castle Body = 500KB

    Needed Castle Head : 2

    Needed Rotated Castle Body : 1

    Needed Non-Rotated Castle Body: 1

    Imported Castle Head : 2

    Imported Castle Body : 2

    Total Memory Usage: (500KB * 2) + (500KB * 2) = 2,000 KB or 2MB

    Separated Image

    1 Castle Head = 500 KB

    1 Castle Body = 500KB

    Needed Castle Head : 2

    Needed Rotated Castle Body : 1

    Needed Non-Rotated Castle Body: 1

    Since the actual Castle Body image is the same for both Castle, we only need one. We'll just clone the 1st Castle Body image to make a 2nd instance and modify it's angle to fit our need.

    Imported Castle Head : 2

    Imported Castle Body : 1

    Total Memory Usage: (500KB * 2) + (500KB * 1) = 1,500 KB or 1.5MB

    I hope that explains it.

    Reference: https://www.scirra.com/blog/ashley/3/te ... ap-tidbits

  • Since it is static background.... I suggest having each object as sprites and make the repeating images as tiled background.

    For example:

    Sprites:

    *Castle Body - Make only 1 body. (Mirror it on the upper part to save memory.)

    *Castle Head - Make 1 with 2 animations. First animation : Red , Second Animation : Blue.

    *Trees - You can make 2 or you can have only one and just duplicate & tilt the one in-front for the background tree.

    *Mountains & Hills : You can just duplicate them all to different instances and use the z-order, opacity & size to make and effect like that (with the same single sprite image).

    *Clouds - Have one in sprite and manipulate opacity & size to make that effect, just make sure to have the Blue Sky Tiled BG.

    *etc... You get the idea.

    TiledBackground:

    *Blue Sky (2x2) Blue Color

    *etc... You get the idea.

    In C2 games, Backgrounds like these are not made in a single image, they are from separate images (sprites / tiledbackground) that are repeated, duplicated, rotated, resized, faded, & tiled to optimize the game as much as possible. So I hope you get the idea <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    Reference : https://www.scirra.com/blog/112/remembe ... our-memory

  • Well honestly, I think it actually depends on your IQ. If you are as genius & persistent like Ashley or Bill Gates then I guess you don't have a problem.

    But for us average minds, I think having a degree will be the safest bet.

    And btw.... I'm going to reveal that universities don't really teach programming very well compared to self-learning.

  • [Feature Request] Able to duplicate locked & active layers when duplicating layouts.

    Why need this:

    Duplicate Locked Layers

    Because many games made in Construct 2 are level-based. And in a level-based game, there are parts (layers) that are similar. For example, backgrounds or GUI s,

    these are things that in some cases don't need modifying and are locked when finished.

    Duplicate Active Layers

    As I said, this is great for level-based games. For example, in your game you have finished making the GUI, backgrounds and other common parts that is also going to be used in your other levels, the only thing left is to duplicate and reuse the layout to put objects. And in putting objects, 1 layer is only needed and it is named Object Layer(The object layer is in the middle of the other layers) and it would be a waste of time to repeatedly assign an active layer & lock each layers after every duplication.

    It is not only beneficial for Level-Based Games.

    It speaks for itself, the word duplicate says it all. I can't see any reason not to also duplicate the active & locked layers in duplicating layouts since no game developer needs to have their game's locked layouts reset again & active layers being at random(Not sure if it's random though).

    Thanks.

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  • Aquanex2 Separate the Camera(Scroll To) from the Player. Then don't make the camera dependent on the players position when vibrating. Do you need a tutorial or can you make it yourself?

  • ultimateassassin - Construct 2 is the easiest way & (in theory) inefficient for professionals in some ways since it is generalized (Because there are ways you can optimize your game but cannot be implemented in a 'magic engine') . But the engine is very efficient in time & easy to master.

    My point is that, if you are going to work in an industry, you'll likely not use an engine like Construct 2 but something more vast & custom for a particular company.

    If you want to know & learn the most commonly used engine that resembles a custom company game engine. That would be Unity3D.

    In using Unity 3D you need to learn how to program using languages like Javascript, Boo or C#.

    Mastering C2 will not get you employed in a gaming company, you need a degree like newt said & a programming background.

    Update:

    Ohh, yeah... Learning the Unity Engine can get you employed in some small / big gaming companies. Best of luck.

  • newt - Thanks.

  • newt - Sorry, I don't know if I explained my question well or I did not get your answer.

    My point here is that. Regarding the tileset, it has no problem, no uncropped parts since it is measured well.

    My question is about the unoccupied space of the tilemap object.... My Layout size is for example 5000x5000 and the tilemap also sized the same with the layout. But only 10% of the tilemap is drawn on the layout, 90% is empty space.

    But I did not use the C2 Tilemap bar to draw the map, I used the Tiled.exe & I don't know if the blank space on the tilemap object is drawn like a transparent image, making it consume performance. I pointed it out in case tiled and C2 has a difference.

    So my question is does the blank space part of the tilemap consume performance.

    Considering the drawn part of the tilemap is at the bottom?

    Thanks.

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Chadori

Member since 10 Oct, 2014

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